Monday 18 June 2018

New Project & Evolving Painting Styles

I am starting a new "force" to go along with my already completed Darkest Africa figures, this time the dreaded Force Publique...'cos everyone needs a bad guy to face, even the Arab Slavers...!!!

I have bought one pack each of:

I've learned a lot over the last year painting figures from the 28mm Foundry Darkest Africa range, and my painting style has been evolving slowly from a Base Coat/Dip/Highlight style I've done in the past to a blended style.

I have particularly been influenced by a book from Javier Gomez (better known as El Mercenario) called "Painting Wargames Figures" - honestly, I wish I had access to this book years ago, as it has proven invaluable for working out a colour pallet. You can buy the book at:
Read more at:
Anyway, as much for me to remember what i did, as for anyone else, here is my test figure for the Force Publique, with the colour combinations I used. I mix paints as a rule, and blend on the pallet as the mood takes me, rather than paint from the pot.



Colours Used

VMC = Vallejo Model Colour
VGC = Vallejo Game Colour
All percentages are approximate...I go with what looks right!

Skin
Base Coat - 80% VMC Hull Red & 20% VMC Black
1st Highlight - 80% VMC Hull Red 20% VMC Light Brown
2nd Highlight - Add more VMC Light Brown for final 2nd Highlight(s)

Lips
100% VGC Tan

Blue Uniform
Base Coat - 80% VMC Prussian Blue & 20% VMC Black
1st Highlight - 100% VMC Prussian Blue
2nd Highlight - 80% VMC Prussian Blue 20% VGC Off-White

Red Sash and Fez
Base Coat - 100% VMC Cavalry Brown
1st Highlight - 50 % VMC Cavalry Brown & 50% VMC Red (947, as there are more than one red in the range)
2nd Highlight - 100% VMC Red (947)

Buttons
100% VGC Polished Gold

Gun Stock
Base Coat - 100% VMC Hull Red
1st Highlight - 50% VMC Hull Red & 50% VMC Mahogany Sand
2nd Highlight - 100% VMC Mahogany Sand

Gun Barrel/Bayonet
Base Coat - 50% VGC Gun Metal & 50% VMC Black
1st Highlight - 100% VGC Gun Metal
2nd Highlight - 100% VGC Chainmail Silver (just the edge of the bayonet, and fine details)

Gun Barrel Bands
100% VGC Polished Gold

Leather Scabbard and Ammo Box
Base Coat - 100% VMC Black
1st Highlight - 80% VMC Black & 20% VMC Neutral Grey

That's it for now - hope you find it useful! I will post more at a later date, including information on my basing style, which I've been asked about a few times.

Tuesday 5 June 2018

In Darkest Africa (Homebrew Rules)

So, after lots of playing around with rules for the display game I am doing at our Wargames Show, I've decided on a mix of rulesets - I am using most of the "Congo" rules and mechanisms, but am also using the activation system from Donnybrook/Sharp Practice.

We've had three test games so far, and it has been very successful...photos from the latest game are at the bottom of the page, and the rule amendments used are below.

The Main Rule

Use the Congo rules as written, except as noted below (by section).

General

Increase Measuring Sticks, so instead of 4, 6 and 12 inches, they will be 6, 12 and 18 inches.

Add artillery as a unit:
  • Range is L x3
  • No. of Dice as per Figures in Unit (start with 4)
  • Dice is d8 within 1L, 1L-2L d6, 2L-3L Half d6;
  • Reload
  • Cannons have a 45 degree arc of fire (from the barrel), they need a move action to turn
  • Units targeted by cannon fire draw 2 stress tokens
Characters now have there own shoot/combat/morale dice where applicable;

Unit cohesion changes to 1";

Line of sight - because units now have a cohesion of 1", units have an arc of fire of 45 degrees. If units fire to their side and rear, use half dice, as if it was an obscured target.

Unit/Character Activation

Remove section, and replace with Donnybrook card activation. There will be a card for each unit/character, and they will activate on the turn of that card;

Characters can join/leave units on their card; As in Donnybrook, they are simply placed 2" away from the unit and can take a turn if not already activated with the unit; They cannot leave and joing a unit in the same turn; they can be targeted if they leave a unit...so don't do it when in line of sight!!!

There is no reload card (this is now an order), but there IS a Turn End card, just to add unpredictability!

On the turn of your units card, it gives one action:
  • Move
  • Fire
  • Load
  • Charge
  • Rally
  • Opportunity
  • Terror Attack (performed only by units with a character only)
Opportunity Fire - a unit may be placed on opportunity as an order, it will remain on opportunity until its next activation. It can shoot at half dice in reaction to another units movement;

Movement

As written, other than references to the Congo Card Deck

Shooting

Revised Weapon Ranges:
  • Rifle/Jezzail Range should be L x2, i.e. 36" (d6 to hit at more than 18"; if the unit has d6 ability, then half dice);
  • Spear Range changes to S, i.e. 6"
  • Pistol Range is M, i.e. 12"
  • Others remain the same;

Melee

As written, other than references to the Congo Card Deck.

Running Away

As written, other than references to the Congo Card Deck.

Totems

Revised Totem Cards:
  • DICE: Add dice to any roll;
    ACTION: Gives the unit activated an extra action;
    STRESS: Lose a stress token;
    MOVE: Move x units 'S';
    STICK: Add S to any distance;
    INITIATIVE: Cancel a units activation;

The Game Photos

Didn't get chance to do a write up, but the game itself was played with a 120 point attacker force, and a 80 point defender force. We have played two games like this so far, and it was one win each, so is well balanced.